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Antimino (Bruno) taught the stars to speed up the same tone.
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It's kind of a set card.
In total, yes'Peter' 'this'Ho' 'it'4 cards.
Card Pack: 303
Japanese name:
Chinese name: the other distribution spine.
Rating: 5 Rarity: Pinka N
Card type: Normal monster.
Attribute: Inflammation. Race: Angel.
Attack: 100, Defense: 100
Card Pack: 303
Japanese name:
Chinese name: This one.
Rating: 10 Rarity: Pinka N
Card type: Effect monster.
Attribute: Water. Race: Angel.
Attack: 200, Defense: 100
Effects:"Alliance Monster: This card has a chance to activate during each of your actions, and can be turned into an equipment card and equipped on a "Other" on your field, or removed from the equipment state and reverted to a monster represented by a side attack.
When this card becomes an equip card with its own effect, it has the following effect: The attack power of the monster equipped with this card is increased by 3000 points. When a monster equipped with this card attacks a monster indicated by the garrison, the excess attack power deals combat damage to the opponent.
A monster can only equip up to one alliance gear. When a monster equipped with alliance equipment is destroyed in battle, the alliance equipment will be destroyed in place of the monster. "
Card Pack: CRV
Japanese name: pei in
Chinese name: 何者.
Rating: 4 Rarity: Pinka N
Card type: Effect monster.
Attribute: Ground. Race: Angel.
Attack: 100 Defense: 200
Effect: Fight Alliance: 1 turn 1 time in your main process can be used as an equipment card to equip on your own, or you can disarm the equipment status table side attack to indicate a special summon.
When this effect is used as an equipment card, the attack power of equipped monsters is increased by 2500. (Only 1 alliance can be equipped for 1 monster.) When equipping a monster is destroyed in battle, this card replaces destruction).
Card Pack: CRV
Japanese name:
Chinese name: Other.
Rating: 3 Rarity: Pinka N
Card type: Normal monster.
Attribute: Wind. Race: Angel.
Attack: 0 Defense: 0
It is mainly a card that relies on the combination of two cards to achieve a strong effect, which is very interesting but not very practical in practice, and can be played when entertaining.
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There are three stages, and I will briefly talk about them.
The first stage is the battle preparation phase, where after drawing cards, you can cover the cards, use magic cards or use overlay cards that can be activated. Monster cards can also be summoned.
In the second phase of the battle, you can use monster cards to attack, note that this phase can only be used to activate the rush magic card and the covered counterattack trap card. This stage can be without, and the start sign is that you launch an attack.
The third phase is the battle end phase, and you can do basically the same as the first phase, but I think you should know that usually there is only one summon in a turn, and the first phase is usually summoned and the third phase cannot be summoned.
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It is used to change the cards according to different opponents when you play, and only 15 cards can be placed.
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Used to change cards in a duel with 2 wins in 3 rounds.
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At the end of a game, you can replace the cards from the main deck with cards from the secondary deck. Extra decks are used to put fusion monsters, co-tuning monsters, and oversized monsters. When the above monsters meet the summoning conditions, they can be summoned directly from the additional decks.
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The secondary deck is your second main deck! The extra deck is not placed in the main card, but it is very important to put it in addition, and it is best to put it on the main card! Don't mess around!
The extra deck mainly puts the same tone monsters, fusion monsters, excess, and you can also put some auxiliary cards! Sometimes it's also very important! But the same tone monsters, fusion monsters, and the excess of each can't exceed 15 sheets!
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For example, if you use the dragon deck as the main deck to fight the opponent, and the opponent uses the pure dragon deck, then you can change it to the card in the secondary deck in the next round. Extra decks, do you mean fusion cards? Or what? I don't quite understand the term you're talking about.
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The extra decks aren't clear.
If you have 0-15 secondary decks, and you have more than 2 matches in a row, you can swap the secondary deck and the deck's cards between matches (group cards), but the number of decks cannot be changed.
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The secondary deck is a match that allows you to change the deck at the end of a set according to the changes on the court after a best-of-three set, for example, to move on to the next set. That is, they are backup cards, equivalent to substitutes.
The extra deck used to be called the fusion deck, and later it was standardized due to the entry of the same tone and called the extra deck, that is, it was used to put some cards that required special summoning, such as fusion monster cards, tonal monster cards, and excess monster cards.
Neither deck can have more than 15 cards, so be careful.
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In the best-of-3 system, the secondary deck can be exchanged with the cards in the deck at the end of each round, but the number of cards in the deck cannot change, and the secondary deck can be none, up to a maximum of 15 cards.
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15 sub-card decks, used in the official game of the best-of-3 system, after the analysis of the opponent's card deck for adaptation, once it is determined before the game, it cannot be changed, and when the main card deck is swapped in the official game, how much the main card deck is changed out will be changed back to the secondary card deck, not more and no less.
Before and after replacement, it must comply with the restriction prohibition card table.
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Parallel worlds in HERO merge.
Necromancy's Face returns to the deck.
Various calculations exclude the effect of the number plus attack.
Of course, often, being excluded means that it is difficult to be used again.
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It can be used for the effects of other cards, such as return from another dimension, and dimensional fusion.
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Cards with the exception of non-special effects cannot participate in any form of summoning.
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The reason is simple: for example, even if it's the same Dark Magic deck, but someone likes to summon it with a Dark Wizard Girl, someone summons it with a Magic Trap card, and someone uses a Sacrifice summon. Maximizing the power of the cards according to your own understanding is the essence of Yu-Gi-Oh.
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I used to collect cards all the time when I was a kid. Everyone likes the Black Devil Road, and the brainless likes **Shield...It's just 2 tubes.
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It's so easy! In a word: duel!
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The team just gives people a sense of belonging. Of course, when there are many people, it is lively, but when there are few people, it is very deserted, and it can be said that the team is basically in a state of lifelessness. The team feels dispensable.
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